hohoman2 Posted June 4, 2010 Share Posted June 4, 2010 hey guys I need some help on what is the most effective loads and tactics for 3 stormravens? I right now have them rig up with 1st is TL assault cannons, typhoon launchers and hurricane bolters. the 2nd is extar armor TL assault cannons, TL heavy bolter and hurricane bolters. and 3rd is extar armor TL lascannon, TL melta or typhoon launcher. I use the 1st and 2nd to hunt infantry and tragets that happen to be left sitting out(like IG company command units). the 2nd carrys a squad of 10 assault troops(for taking and holding). the 3rd i use mostly as an tank hunter, but some times like this weekend i'll be fitting a DC dread is the troop bays of the 1st and 3rd(to use as shook troops). tell me what you think, pls , I could use the help. Link to comment Share on other sites More sharing options...
Redo Posted June 4, 2010 Share Posted June 4, 2010 I have not been using StormRavens (don't have a model) but I would have thought that each model should have extra armour. Their Cargo is way too priceless and crucial to the game and if a SR is stunned it cannot deliver its marines not to mention that it is super vulnerable to Close Combat Attacks. Furthermore I would have thought that Hurricane Bolters are just too expensive, especially considering that a lot of the time with SR, you want to be moving at over 12" to claim the 4+ cover save. With POTMS you can still fire one twin linked weapon. This means that I would have thought it would be ideal to kit out a SR with one TL anti-infantry weapon and one TL anti-tank weapon. I would nearly alway take the TL Assault Cannons as they can double as anti-tank or infantry and could be used when the Raven can slow down to fire both weapons at the end of the game when potential threats to it have been neutralised. Anyway just my take. Link to comment Share on other sites More sharing options...
Morticon Posted June 4, 2010 Share Posted June 4, 2010 Ive been using my storm raven with mixed results so far. Ive been falling into the trap that I'm way too concerned about using it as a gun ship and wind up playing it as a glass hammer (move 6" and fire 5 weapons - 6 if in range). I run twin lascannon, twin melta btw. No extra weapons, just extra armour. Im going to try be a bit more disciplined in my approach and use the bloody thing for what its intended for - ie: rapid deployment. I'm going to try make better use of the Flat Out and the skies of blood rule, since we can do all of that and still fire one weapon. My thought is similar to a funky list I saw in the list forum where Lion's Fury was making a rush list that had jumper squads and dreads on board, would rush up, skies of blood the JP infantry out and then see what happened. Our other option is to do the same, but with chunkier infantry squads and maybe a Locator Beacon. 10-12 man squad disembarking 6" from the vehicle that is still carrying a dread means your opponent now has serious issues. (assuming the Locator works for the Skies ability). Of course thats just my thinking on the matter - I think using a 200+ point AV12 model that can (almost) always have LOS drawn to it as a gunship is asking for trouble. Target saturation is always how we can get around this problem. If you have a big squad or two and a raven with dread in your face then you have some serious choices. A single drop pod adds excellent synergy for this tactic too. Link to comment Share on other sites More sharing options...
Twin .44 Posted June 4, 2010 Share Posted June 4, 2010 you want to be moving at over 12" to claim the 4+ cover save. You have to move over 18" to gain that save don't you? But I agree, it's quite ridiculous that XA is not on that list of upgrades or included in it to begin with/ I guess they thought ceramite plating was good enough. Link to comment Share on other sites More sharing options...
Redo Posted June 4, 2010 Share Posted June 4, 2010 you want to be moving at over 12" to claim the 4+ cover save. You have to move over 18" to gain that save don't you? But I agree, it's quite ridiculous that XA is not on that list of upgrades or included in it to begin with/ I guess they thought ceramite plating was good enough. I am pretty sure that it has to be over 12" and up to 24" for skimmers. p70 in the BBBook "a fast vehicle going flat out moves more than 12 inches" Link to comment Share on other sites More sharing options...
Morticon Posted June 4, 2010 Share Posted June 4, 2010 But I agree, it's quite ridiculous that XA is not on that list of upgrades or included in it to begin with/ I guess they thought ceramite plating was good enough. Its def. on the list of upgrades :). My Ravens run at 215 points. No use in having an assault vehicle skimmer that cant move. Link to comment Share on other sites More sharing options...
Fortunate Son Posted June 4, 2010 Share Posted June 4, 2010 I use the twin assault cannon, twin melta... and run lean. It's my Death Company delivery vehicle (Rec, 11 DC, and DC dread) But I have also noticed that if I rush in and drop off my DC, then the Stormraven has a much higher survivability than if I attempt to hang back and use it as a gunship is intended. The trick is just giving them something else to be afraid of... and enough targets to keep everything alive. Link to comment Share on other sites More sharing options...
JamesI Posted June 4, 2010 Share Posted June 4, 2010 I use the twin assault cannon, twin melta... and run lean.It's my Death Company delivery vehicle (Rec, 11 DC, and DC dread) But I have also noticed that if I rush in and drop off my DC, then the Stormraven has a much higher survivability than if I attempt to hang back and use it as a gunship is intended. The trick is just giving them something else to be afraid of... and enough targets to keep everything alive. That sounds right. Use the raven to drop off the nasty cargo, then it can be a gunship after that. Link to comment Share on other sites More sharing options...
Twin .44 Posted June 4, 2010 Share Posted June 4, 2010 you want to be moving at over 12" to claim the 4+ cover save. You have to move over 18" to gain that save don't you? But I agree, it's quite ridiculous that XA is not on that list of upgrades or included in it to begin with/ I guess they thought ceramite plating was good enough. I am pretty sure that it has to be over 12" and up to 24" for skimmers. p70 in the BBBook "a fast vehicle going flat out moves more than 12 inches" Flat out is over 12 inches, but I believe to gain the 4+ save it has to be over 18 inches. Otherwise, these rhinos would have 4+ cover saves all day long. Think of it like that. But I agree, it's quite ridiculous that XA is not on that list of upgrades or included in it to begin with/ I guess they thought ceramite plating was good enough. Its def. on the list of upgrades ^_^. My Ravens run at 215 points. No use in having an assault vehicle skimmer that cant move. Well then everyone needs to do me a favor. If they ever see anyone take a Storm Raven without XA, Smack them! My bad on not realizing they had it, good thing I don't run them :) Link to comment Share on other sites More sharing options...
Anarchyman99 Posted June 4, 2010 Share Posted June 4, 2010 Pg.70 BRB Fast Vehicles, Moving Fast Vechicles - Flat Out is more then 12" and up to 18" Link to comment Share on other sites More sharing options...
Tokunator Posted June 4, 2010 Share Posted June 4, 2010 Pg.70 BRB Fast Vehicles, Moving Fast Vechicles - Flat Out is more then 12" and up to 18" And if you look at the page opposite it (71) you will see that vehicles that are Skimmers and Fast may move up to 24" when they move Flat out. Link to comment Share on other sites More sharing options...
Redo Posted June 4, 2010 Share Posted June 4, 2010 Pg.70 BRB Fast Vehicles, Moving Fast Vechicles - Flat Out is more then 12" and up to 18" Exactly and on p71 it is noted that skimmers and only skimmers recieve a 4+ cover save for moving flat out. Obviously this excluded Rhinos and Razors. Ideally this means that it is usually best to start the SR in reserve and then move on with speed in order to recieve the 4+ save. It also means that the SR has to slow down to deliever the cargo. This means that it is best that the enemies anti-tank capacity has been either reduced or removed. After the cargo is gone and the SR can concentrate on firepower. Link to comment Share on other sites More sharing options...
Morticon Posted June 4, 2010 Share Posted June 4, 2010 Other alternative, though 16% less reliable :rolleyes: is to run a Shield Libby. Link to comment Share on other sites More sharing options...
Twin .44 Posted June 4, 2010 Share Posted June 4, 2010 Yes, flat out is more than 12 inches up to 24 on skimmers, but you aren't reading what I'm saying. In order to gain the 4+ cover save on that skimmer, you have to move over 18 inches. And wouldn't it be sweet if the shield libby added +1 to the cover save instead of a 5+ only? Kinda like the mark of Tzeentch :) Link to comment Share on other sites More sharing options...
Black_Sky Posted June 4, 2010 Share Posted June 4, 2010 little black rulebook. page 71, Shooting at skimmer. first paragraph: "Skimmers moving at high speed are very difficult to hit. A skimmer that is not immobilised and has moved flat out in its last Movement phase counts as obscured (cover save 4+) when fired at." Link to comment Share on other sites More sharing options...
JamesI Posted June 4, 2010 Share Posted June 4, 2010 Twin 44, the 18 inch rule for cover save is only for turboboosting bikes. Skimmers get it at 12.01 inches. Link to comment Share on other sites More sharing options...
Sanguinarian Posted June 5, 2010 Share Posted June 5, 2010 I don't have access to the BRB, so patience please... What is the FASTEST/FURTHEST our Lucifers can move: 12", 18" or 24"? Can vehicles "run" in lieu of Shooting? Wish they listed maximum movement next to each vehicle on the summary page so I could keep track of them all. Link to comment Share on other sites More sharing options...
Tigcarn Posted June 5, 2010 Share Posted June 5, 2010 I've had some really good success with the Stormraven when moving flat out every turn and shooting the twin-linked multi-melta with power of the machine spirit. The 4+ cover save helped me through5 turns worth of nuetralizing or destroying IG tanks. Link to comment Share on other sites More sharing options...
Black_Sky Posted June 5, 2010 Share Posted June 5, 2010 I don't have access to the BRB, so patience please... What is the FASTEST/FURTHEST our Lucifers can move: 12", 18" or 24"? Can vehicles "run" in lieu of Shooting? Wish they listed maximum movement next to each vehicle on the summary page so I could keep track of them all. Infantry/Walker/Monstrous Creature: 6", can run. Jump Infantry: 12", can run. Cavalry: 6", has fleet, 12" charge range. Bikes: 24", 4+ cover save when moving more than 18". Vehicles: 12". Fast Vehicles: 18". Skimmers: 24", 4+ cover save when moving more than 12". Link to comment Share on other sites More sharing options...
JamesI Posted June 5, 2010 Share Posted June 5, 2010 To amend Black_Sky's post (as it is otherwise perfect) Fast Skimmers can go 24 inches. Regular Skimmers can only go 12. Now, I think the only Skimmers that aren't fast are Tau vehicles. Link to comment Share on other sites More sharing options...
BladeEncarmine Posted June 5, 2010 Share Posted June 5, 2010 JamesI missed one skimmer that's a bit on the slow side: the Necron Monolith. Can you imagine the horror if that thing was a fast skimmer ^_^ . Link to comment Share on other sites More sharing options...
Looted Monolith Posted June 5, 2010 Share Posted June 5, 2010 Biker models receive a 3+ cover sv for Tourbo boosting, not 4+. Link to comment Share on other sites More sharing options...
Resv Posted June 5, 2010 Share Posted June 5, 2010 I'm pretty much sold on using them but my current list doesn't include any just because I'm waiting for the"official" model. My experience with it has been overall really really good. -First and foremost! It is AMAZING how many players online and at my Local Game Store forget about the Blood Strike Missiles. Forget all of the other weapon options for just a moment and look at the weapon entry for these. Each one is classified as a "One Shot" weapons meaning that these things are 4 separate weapons. At my FLGS we have been playing them with the same rules as Hunter Killer missiles, i.e. you are able to shoot all 4 in the same turn if you want making them perfect for unloading on vehicle squadrons or heavy infantry. Combined with Machine Spirit you can shoot them 2 at two separate targets allowing for through cover of your opponents vehicles. -Tora Tora Tora! From my experience so far you should always be moving your Ravens at least 12 inches every turn unless you are planning a massive strike. With Machine Spirit you will always be able to shoot two weapons at least. Even being able to move 24 inches and fire off one weapon is pure gold as well. This is the reason that I love to have the longer range weapons options on my Ravens. The Twin-Linked Lascannon is an awkward trade but the weapons range and power is worth while for keeping this beast out of range of stronger weapons that could take it down. The Typhoon upgrade is also pretty tempting but as the BA codex isn't the most points friendly I usually pass on it. Even the Hurricane Bolters are a bit too much however since they can fire as a defensive weapon it is nothing to sneeze at. -Pick your battles! With all of the upgrades available it is pretty easy to over saturate your Raven with roles. Anti-infantry, anti-vehicle, and anti-tank can all be taken at once in a sort of haphazard way. Blood Strike Missiles will always be a go to weapon against just about anything in the game buy mainly for Vehicles. Sadly, the other weapon hard points offer a ton of options but not a lot of synergy. Different ranges, strengths, and rate can make a strange mishmash of a vehicle. My favorite tactic currently is to use a missile or a Lascannon shot using the Machine Spirit to pop a transport and then use what ever I can to attack whatever pops out. The Twin-Linked Plasma Cannon is pretty great for this kind of work. Currently though I like using it in an anti-vehicle role, on a lucky turn you can pop two vehicles a turn easily. Combined with Baal Preds and Assault Troops you can wrap up what ever comes out of these Transports. As others have said, I never EVER leave home without Extra Armor. With the Machine Spirit you can always move and shoot no matter what the situation. Couple of ideas to float out to the net. Link to comment Share on other sites More sharing options...
Mattsama Posted June 11, 2010 Share Posted June 11, 2010 -First and foremost! It is AMAZING how many players online and at my Local Game Store forget about the Blood Strike Missiles. Forget all of the other weapon options for just a moment and look at the weapon entry for these. Each one is classified as a "One Shot" weapons meaning that these things are 4 separate weapons. At my FLGS we have been playing them with the same rules as Hunter Killer missiles, i.e. you are able to shoot all 4 in the same turn if you want making them perfect for unloading on vehicle squadrons or heavy infantry. Combined with Machine Spirit you can shoot them 2 at two separate targets allowing for through cover of your opponents vehicles. The Bloodstrikes are pretty much awesome. I moved 12" and destroyed 2 MMDreads in the same turn thanks to it. Also, I run my baseline (TLAssC and TLHBs w/XA) and use the Missiles as my anti vehicle in a pinch. Normally this badboy is packing my DC as well, so it's often dancing very close to my enemies front lines. If they manage to kill it, I hide the DC in the wreckage and let my DC climb out in my turn and make them rue the day!! Link to comment Share on other sites More sharing options...
rodgambit Posted June 11, 2010 Share Posted June 11, 2010 I see a lot of people saying they move 24" and use PotMS to fire 1 weapon. Page 70 says "vehicles moving flat out may fire no weapons". I don't have my marine codex in front of me atm. Is PotMS worded in a way that overrides the rulebook? Link to comment Share on other sites More sharing options...
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